During production, programmers may create a great deal of source code to create the game described in the game's design document. Along the way, the design document is modified to meet limitations or expanded to exploit new features. The design document is very much a "living document", much of whose life is dictated by programmer's schedules, talent and resourcefulness.
While many programmers have some say in a game's content, most game producers solicit input from the lead programmer as to the status of a game programming development. The lead is responsible for knowing the status of all facets of the game's programming and for pointing out limitations. The lead programmer may also pass on suggestions from the programmers as to possible features they'd like to implement.
With today's visually rich content, the programmer must often interact with the art staff. This very much depends on the programmer's role, of course. For example, a 3D graphics programmer may need to work side by side with the game's 3D modelers discussing strategies and design considerations, while an AI programmer may need to interact very little, if at all, with the art staff. To help artists and level designers with their tasks, programmers may volunteer or be called upon to develop tools and utilities. Many of these may be for a specific purpose and can be buggy due to time constraints (time for development of such tools is often not included in a game's schedule) as well as because they are only for in-house use anyway. Many game tools are developed in RAD languages for quicker development and may be discarded after the completion of the game.